﻿#region File Description
//-----------------------------------------------------------------------------
// OptionsMenuScreen.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion

#region Using Statements
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
using System;
using TomShane.Neoforce.Controls;
#endregion

namespace Madrigal
{
    /// <summary>
    /// The options screen is brought up over the top of the main menu
    /// screen, and gives the user a chance to configure the game
    /// in various hopefully useful ways.
    /// </summary>
    class OptionsMenuScreen : MenuScreen
    {
        #region Fields

        Manager manager;
        Window optionsWindow;
        TabControl tCtrlGame;
        TabPage tPageGame;

        #endregion

        #region Initialization


        /// <summary>
        /// Constructor.
        /// </summary>
        public OptionsMenuScreen()
            : base("Options")
        {
            optionsWindow = new Window(manager);
            optionsWindow.Init();
            optionsWindow.SetPosition(500, 500);

            tPageGame = new TabPage(manager);
            tPageGame.Init();
            tPageGame.Text = "Game";
            tPageGame.Parent = optionsWindow;

            manager.Add(optionsWindow);
        }


        #endregion

        #region Load Content

        public override void LoadContent()
        {
            //if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content");
            //background = content.Load<Texture2D>("background");

        }

        #endregion

        #region Handle Input


        #endregion

        #region Drawing

        public override void Draw(GameTime gameTime)
        {
            //SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
            //Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
            //Rectangle fullscreen = new Rectangle(0, 0, viewport.Width, viewport.Height);
            //byte fade = TransitionAlpha;
            //Color transitionColor = new Color(fade, fade, fade);

            //spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
            //spriteBatch.Draw(background, fullscreen, transitionColor);
            //spriteBatch.End();

            //base.Draw(gameTime);
        }

        #endregion
    }
}
